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authorIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2014-05-29 09:53:33 +0400
committerIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2014-05-30 03:22:44 +0400
commit54e054cce4b013bc70df56059bf0fcd4bfee9827 (patch)
tree41f5de11763ed0de0e54a5c190b5fe404865d0e1 /source/blender/gpu/intern/gpu_material.c
parent53424ec0ff664829ff4973a013f605d342838d21 (diff)
Followup to rB1973b17fce65, partially bring back GLSL lamp's previous behavior.
Using layer visibility in active render layer makes more accurate preview but can cause problems in some cases: https://developer.blender.org/rB1973b17fce65a4dfececb45b19abec37898c1ab5#comment-1 GLSL lamps now ignore layer visibility if lock_camera_and_layers is OFF or game engine is running. The material lamp group still works unconditionally though.
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index d7fa36a2028..5594c085974 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -270,13 +270,13 @@ bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *m
return true;
}
-void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4])
+void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], bool scenelock)
{
if (material->pass) {
LinkData *nlink;
GPULamp *lamp;
GPUShader *shader = GPU_pass_shader(material->pass);
- SceneRenderLayer *srl = BLI_findlink(&material->scene->r.layers, material->scene->r.actlay);
+ SceneRenderLayer *srl = scenelock ? BLI_findlink(&material->scene->r.layers, material->scene->r.actlay) : NULL;
if (srl)
viewlay &= srl->lay;